diff options
author | clayjohn <claynjohn@gmail.com> | 2022-12-22 12:04:34 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-12-22 12:04:34 -0700 |
commit | 41021b07be6d4b570c81d2fb0c4d71d90e9d9ed2 (patch) | |
tree | 43a83c52ae3ba3ba20b61188517775745fc53a6e /servers/rendering/renderer_rd/forward_clustered | |
parent | c547c4ef5908b9d591497e40217200ecb12e0ebd (diff) |
Avoid updating particles during 2D rendering
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.
Diffstat (limited to 'servers/rendering/renderer_rd/forward_clustered')
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index c853ae6c69..0cfe639480 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -3598,6 +3598,10 @@ void RenderForwardClustered::_geometry_instance_update(RenderGeometryInstance *p } ginstance->transforms_uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); + if (particles_storage->particles_get_frame_counter(ginstance->data->base) == 0) { + // Particles haven't been cleared or updated, update once now to ensure they are ready to render. + particles_storage->update_particles(); + } } else if (ginstance->data->base_type == RS::INSTANCE_MESH) { if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) { ginstance->transforms_uniform_set = mesh_storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET); |